scripts.dll 2.2.3 progress report [message #187285] |
Thu, 26 January 2006 20:27 |
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I am working on a bug-fix release for the scripts.dll.
So far the following changes have been made:
Clearer statements of the licence have been added to the readme file and the source code.
A fix to the JFW_Console_Input_On_Custom script to make it actually work.
A fix to make Set_Model work properly on vehicles (it was a typo in the code)
A fix to a crash that would happen if you used the ID console command and Get_Player_Name_By_ID returned NULL for a given ID.
Code to output the windows version and the current date and time to crashdump.txt files (the last bit is great for matching crashes back to server log files to find out if any events happened that might be the cause of the crash)
I am still working on:
A fix to the freeze reported by some in the ID console command (I have no idea what causes it or if the fix I already did makes it go away, the only thing so far seems to be that it happens with lots of players on the server)
And A fix to the nickname explot fixes to make them work better. Right now, I am trying to find a more reliable method of kicking the player off the server. (since the problems seem to happen for WOL players, maybe kicking them from the WOL channel somehow might help)
Scripts.dll 2.2.3 and the readme file are the last things I need before Core Patch 2 can go into beta.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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Re: scripts.dll 2.2.3 progress report [message #187328 is a reply to message #187285] |
Fri, 27 January 2006 06:25 |
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I have also fixed a bug where if you had a custom scope activated and the Set_Scope function was called on you, you would "drop out of scope" but wouldnt completly drop out.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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Re: scripts.dll 2.2.3 progress report [message #187336 is a reply to message #187285] |
Fri, 27 January 2006 07:46 |
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It IS fixed, if you are experiencing it, something wierd is going on.
Do you have a crashdump.txt from the crash in question?
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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Re: scripts.dll 2.2.3 progress report [message #187353 is a reply to message #187285] |
Fri, 27 January 2006 11:38 |
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RTsa
Messages: 484 Registered: January 2005 Location: Finland
Karma: 0
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Commander |
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I'm not sure where I can check what version of scripts I have...I have downloaded 2.2.2, but I'm not absolutely sure I extracted the zip. (how can I tell what version am I running?)
I am almost 100% sure that is the correct crashdump I attached as it's dated last night and I went to bed shortly after the crash. (I did however go back ingame, but only to finish the game I think)
As for what version of scripts was the server running..I'll have to ask. I do know the server (TK2) is 'up to date' most of the time, so the scripts must have been fairly new. (as in probably at least 2.2, but most likely 2.2.2)
Oh, what version was the fix to this bug made?
I hope this helps!
edit: the reason I posted this was that I remember reading it was fixed, and immediately as I accessed the PT, it crashed and I had my apache right there. It just popped into my mind that this must be that bug.
OMC NOB
Ragdoll Matrix
[Updated on: Fri, 27 January 2006 11:50] Report message to a moderator
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Re: scripts.dll 2.2.3 progress report [message #187396 is a reply to message #187285] |
Fri, 27 January 2006 15:40 |
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Kamuix
Messages: 1247 Registered: May 2005 Location: Ontario, Canada
Karma: 0
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General (1 Star) |
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There are a few options in one of the server files is for the game to Recommend someone if they take out 2 enemy structures or something like that.
I thought it would be cool if there was an option that recommends someone when they get a certain score. So like every 3000 points they automatically get recommended by the host.
[Updated on: Fri, 27 January 2006 15:40] Report message to a moderator
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Re: scripts.dll 2.2.3 progress report [message #187406 is a reply to message #187349] |
Fri, 27 January 2006 16:46 |
Napalmic
Messages: 57 Registered: May 2005 Location: United States
Karma: 0
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Recruit |
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Buckery wrote on Fri, 27 January 2006 10:20 | This there a way on Serverside to make it so the Neutral PT does not crash the game?
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You really can't because there aren't any "neutral buy presets".
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Re: scripts.dll 2.2.3 progress report [message #187459 is a reply to message #187285] |
Sat, 28 January 2006 06:23 |
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The crash reported there will be investigated and delt with if possible.
Also, In light of a few things given to me by WhiteDragon, I have decided to change this from scripts.dll 2.2.3 to scripts.dll 2.3 and add some new features.
Add the following to "whats new/changed" in 2.3:
Better keyhook stuff (EDIT: Forgot to mention that WD helped with the better keyhook stuff)
Improvements to the walker scripts by WD
A great new script done by WD and improved by me that allows for a seperate custom scope for each weapon in your mod.
A couple of scripts that relate to changing the spawn char
Of course, if anyone else has scripts, let me know and I can add them in for 2.3.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
[Updated on: Sat, 28 January 2006 18:15] Report message to a moderator
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Re: scripts.dll 2.2.3 progress report [message #187557 is a reply to message #187285] |
Sat, 28 January 2006 21:56 |
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2005 is non-beta now I believe.
I have added a couple more things to 2.3:
new code so that all the scripts that use Set_Max_Health and Set_Max_Shield_Strength work over the network (but items in-game like the medals that change the max still have the bug with the health bar)
new code to send Set_Obj_Radar_Blip_Shape and Set_Obj_Radar_Blip_Color over the network
A new script which is the same as JFW_Slot_Machine but with a sound and animation that play when you poke it. This was requested by someone a while back so I thought I would throw it in.
And, the biggest new feature, new code and script so that every infantry unit can have its own HUD. Basicly, you put a new script on the infantry unit and pass it the name of a texture. This texture will then be used in place of HUD_MAIN.TGA (so grab HUD_MAIN.TGA and edit that to what you want, the layout etc will remain the same) This is designed for mods to use, origonally the idea was to make a per-team HUD texture but the feature the way I have done it was actually easier to code
The only things left to do before I release 2.3 (since there are no more features I can add that are easy to add):
Look into fixing the reported freeze with the ID console command (although I have no clue whats wrong so I probobly wont be able to fix this)
Document all the new stuff in 2.3 in the readme files
and Test a bunch of things (including the fixed nick exploit fixes and the HUD texture change feature)
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
[Updated on: Sat, 28 January 2006 22:00] Report message to a moderator
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Re: scripts.dll 2.2.3 progress report [message #187565 is a reply to message #187329] |
Sat, 28 January 2006 22:51 |
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terminator 101
Messages: 822 Registered: March 2003 Location: Toronto
Karma: 0
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Colonel |
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RTsa wrote on Fri, 27 January 2006 08:28 | When you access a PT and you enter a vehicle at the same time, it crashes Renegade
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How can you possibly do this in a Normal Renegade game? In all buildings, none of the PTs are close enough to the doors.
"It is time you saw the future, while you still have human eyes"
Cheaters only Cheat themselves!
so
Hasta la vista, baby!
[Updated on: Sat, 28 January 2006 22:54] Report message to a moderator
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Re: scripts.dll 2.2.3 progress report [message #187571 is a reply to message #187285] |
Sat, 28 January 2006 23:42 |
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Kamuix
Messages: 1247 Registered: May 2005 Location: Ontario, Canada
Karma: 0
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General (1 Star) |
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Quote: | How can you possibly do this in a Normal Renegade game? In all buildings, none of the PTs are close enough to the doors.
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The PT in the obelisk can be accessed from outside it. So you could part the vehicle there and do it. I think so anyway .
[Updated on: Sat, 28 January 2006 23:44] Report message to a moderator
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Re: scripts.dll 2.2.3 progress report [message #187572 is a reply to message #187285] |
Sun, 29 January 2006 00:02 |
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You can get a hummvee (at least) into a building.
It can also be done from the outside of (at least) the nod airstrip on the map I tested it on.
There are several instances where you can access PTs from outside.
Also, I got a new construction yard script from WD that repairs half as fast when the power goes down.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
[Updated on: Sun, 29 January 2006 00:05] Report message to a moderator
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Re: scripts.dll 2.2.3 progress report [message #187574 is a reply to message #187285] |
Sun, 29 January 2006 00:52 |
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ok, I have decided not to try to fix the freeze with the ID console command, I just cant get enough info/reports from people to help me find out why its happening.
Also, the new health bar code didnt work so I removed it.
Need to find a different way to make the health bar update correctly.
As for the vechicle owner thing, I dont know if thats possible.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
[Updated on: Sun, 29 January 2006 00:52] Report message to a moderator
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